- Location
- Nova Scotia
- Pronouns
- She/Her
In particular, I'd be surprised if Liminals don't get a mode in Spirit-Slaying Stance for sending ghosts to Lethe. That was the most obvious lack to me.
Characters get two actions per turn.
A Charm of the [reaction] type doesn't take any actions. In effect, it's reflexive. However, you can only use a single [reaction] Charm in response to a given trigger, even if you have multiple [reaction] Charms that would apply.
(Ability) Excellency [varies]
Choose one Ability when you purchase this Charm. For a Alchemical, Getimian, Lunar, or Liminal, also choose one Attribute.
Prerequisite (Ability) 1
Cost 1m
Whatever the Exalt attempts, she does so with superhuman ability.
Use a basic action of your choice that includes a roll based on the chosen Ability. The action cost of this Charm's usage is the same as that basic action. Rolls for that action using that Ability add a bonus equal to that Ability. If you're an Alchemical, Getimian, Lunar, or Liminal, you may add a bonus equal to the chosen Attribute instead.
Outside of combat, you can use this Charm as a reflexive action to increase a single use of a passive value based on the Ability by the bonus you would add to a roll.
Flickering Shadow Evasion [reaction]
Prerequisite Athletics 2
Trigger You're targeted by an attack
Cost 2m
Attacks strike empty space, the Exalt's dodge so fast as to be nearly imperceptible.
Against the triggering attack, roll your choice of Attribute + Athletics, and add your successes to your Defense.
Flow Like Blood [1 action]
Prerequisite Athletics 4 or Close Combat 4
Cost 1m; Duration scene
Keywords Committed
The Exalt moves in time with the flow of battle, slipping between swords with dismaying ease.
Add 1 to Defense against attacks from close range. You can use this action:
Some Clever Name [reflexive]: Cost —; Trigger An attack misses you; Effect You steal 1 Power from the triggering attacker, or if you're a Lunar, half the triggering attacker's power (round down). If that attacker has no Power, they instead take a -2 penalty on their next attack this scene against any target.
If you're an Alchemical, you can also use this action:
Onslaught Deflection Technique [reflexive]: Cost 1m; Trigger You're targeted by an attack; Effect Add your Essence rating to Defense against the triggering attack.
Neall mentioned over on RPGnet that he expects the final product to have a lot more modes, and Liminals only having two (2) might be a versioning error. Though Solaroids, and Solars in particular, are still supposed to have the most modes.
The new mote economy is a joy to see now that we have the full charmset. Still hinging a lot of evaluation on how well the splat-specific charms do at pulling out more distinctive flavor (and, ideally, pulling out that flavor for every archetype for every splat.)
A bit confused tbh on the Kickstarter saying things are mostly text-complete vs versioning issues and the expectation of more added.
Do we know if there'll be a preview update with versioning issues fixed? Or is this what we have to work with for the next six months?
Mostly thinking of 95% with the remainder being editing/clean-up mostly in contrast to:They said 95% complete, but a lot of the issues here boil down to odd uses of wording and some legacy code that hasn't been fixed up yet.
https://forum.rpg.net/index.php?threads/exalted-exalted-essence-merged.856038/post-23928153 said:I expect us to be writing a lot more Modes in the finished version.
There was quite a bit of content added or changed between the initial backer manuscript for Lunars, the updated manuscript for Lunars, and the final product with pictures and layout. And even there, they made further tweaks between backers getting that and the version that got printed and that went up on DriveThru.A bit confused tbh on the Kickstarter saying things are mostly text-complete vs versioning issues and the expectation of more added.
Yeah, I agree with most of this.A concrete example of the sort of thing I mean when it comes to presentation, by doing a quick rewrite of a couple of Charms:
Same mechanical effects, but now it's easier to parse usage at a glance and you don't need to reference the Step system at all.
This seems to be the plan. The Yozis are broken things who are trapped and they are never getting out no matter what they do. Even the Ebon Dragon knows this, but he is going to keep trying anyway, because he loves doomed things. Infernals are not here to enact a grand escape or a coordinated assault against Creation, and the Yozi's don't even have a real way to control their actions this time. The metaphor that keeps being used is that Infernals are a jar of wasps tossed into the room where everyone the Yozis hate lives -- hopefully they'll sting them and not the ones who threw the jar.I really hope they put more focus on the Yozi as these primordial fonts of power than as enemies as creation.
I really like Icon-Obliterating Passion. Not only can you smack gods around, if you win you can either hack their connection to Fate (Flowing) or sever the god from all prayer and memory (Still).
It gives me the concept of a wandering Getimian godslayer who goes around stabbing gods, trying to warp Creation into what they believe it's supposed to be.
Not super happy with the Infernal charms, at least what I've read so far. They're missing all the little bits that made them so flavorful and fun to use. Like, a lot of them have had their negative effects removed or outright removed.
Also the Shintai ( I don't remember its name) seems... less than useful. Like, it feels not unfocused but weak? Like the one I'm remembering off hand is that you can get an artifact natural weapon which seems fine on paper, but if you're a fighty Exalt you'll already have an artifact so that doesn't seem very useful?
Getimians look fun though, and might be my fav exalt in this edition.
I wouldn't say its integral to my conception, but its weird they don't have it. Though we haven't seen all their charms yet.I'm noticing there's not a lot of SWL's old stuff being used by Infernals, like if someone had asked me what charms made me think of Green Sun Princes Mind-Hand would've been one of the top answers because of how integral it is to the aesthetics of some PCs I've seen.
It feels less like an explosive boss transformation and more like a Devil Trigger, honestly. Which, to be clear, isn't a bad thing.The Devil-Body really doesn't feel like the sort of thing worth a "BEHOLD MY TRUE FORM AND DESPAIR!" which kind of is what it's for. What's the point of an explosive boss-monster transformation that doesn't have punch to it?
I'm noticing there's not a lot of SWL's old stuff being used by Infernals, like if someone had asked me what charms made me think of Green Sun Princes Mind-Hand would've been one of the top answers because of how integral it is to the aesthetics of some PCs I've seen.
I'm talking about specific characters. Like it's less iconic than Elemental Bolt overall but I've seen Infernal PCs who were defined by their overuse of telekinesis.I wouldn't say its integral to my conception, but its weird they don't have it. Though we haven't seen all their charms yet.
It feels less like an explosive boss transformation and more like a Devil Trigger, honestly. Which, to be clear, isn't a bad thing.
Oh yeah, I feel that. I remember making an Oramus Infernal who used it to surround himself with constant background music.I'm talking about specific characters. Like it's less iconic than Elemental Bolt overall but I've seen Infernal PCs who were defined by their overuse of telekinesis.
Agreed its not fair to compare them to years of mainline support, but on the other hand... well the writers had access to all that stuff. And its clear that they took inspiration from those charms, since we have things like Golden Years Tarnished Black. Its just that, well they are uniformly less interesting than the charms they are imitating.After having read most of the preview, my own opinions:
Getimians are the winners in this for me, from the splats we have access to. I like the way most of their powers feel and the way Still and Flowing work.
I also like the undercurrent to their charms which shows that Gemetians were made to oppose Gods and Exalted, infiltrate and subvert their followers and purge their uprising from past and memory.
Icon-Obliterating Passion and Culture-Hero Usurpation are great (as long as you are not the victim of them). Somehow killing one of the Incarnae with IOP sounds like it could cause some weird paradox-apocalypse as millenia of history unravel (Not really possible, I know).
Annoyingly their very first charm, Alchemic Power Reserve, feels really awkward to me, and made me expect to dislike them at first.
Infernals unfortunately feel like shadows of their former selves. The step away from Yozi-charmsets feels like a mistake to me, made worse by the fact that it feels half-hearted. Navigation charms are clearly Cecelyne charms, which leads to a charm protecting from the native environments of Hell, but explicitly not verdant locations forests and jungles - so not Metagaos and Szoreny? It is clearly the downside of a Cecelyne charm, a bit awkward for a generic Infernal IMO.
In many ways Infernal charms are still the Yozi-charms of old, but diluted, often lacking flavour and explicitly not naming Yozis by name to follow a more unspecific Hell theme.
The Devil Body is not so much a shintai, but By Rage Recast more than anything, especially considering its interaction with the Azimuth anima. It reflecting an "immermost nature" makes the existence of further Devil Bodies not as likely as I would like.
I know that I am not being entirely fair. I am on some level inevitably comparing this abridged charmset to years of mainline Infernal support and likely some internalised homebrew. It could be that my issues will get better when the number of charms is doubled or so, but right now Infernals feel disjointed and kind of boring.
I feel like the issue is that they're sticking to the old-old notes for Ex3 Infernals. I still vaguely remember a discussion with Holden on the topic before the WW board died, and he just didn't get why Infernals were interesting. Which was really interesting considering the parts he'd contributed. The short of it was that Ex3 Infernals would just be very concise Devil-Tiger lego bits and the Yozis were completely out as "bad for the human-centric nature of the setting." Holden's phrasing was actually much nastier.Agreed its not fair to compare them to years of mainline support, but on the other hand... well the writers had access to all that stuff. And its clear that they took inspiration from those charms, since we have things like Golden Years Tarnished Black. Its just that, well they are uniformly less interesting than the charms they are imitating.
Still going to play an Infernal this system, just going to have to wait until I've converted their charms to better match what they were.